atrooney-online-2/include/aocharmovie.h
Crystalwarrior 37d192b430 Load frames as they're needed instead of loading everything at once, and cache them for optimization. The cache is cleared when a new animation is played.
Resolve an issue where if a preanim transitions into (a)idle it would get stuck on the first frame of that (removed the ticker->stop();)
2019-09-15 02:14:40 +03:00

69 lines
1.3 KiB
C++

#ifndef AOCHARMOVIE_H
#define AOCHARMOVIE_H
#include <QImageReader>
#include <QLabel>
#include <QTimer>
#include <QDebug>
#include <QImageReader>
#include <QElapsedTimer>
class AOApplication;
class AOCharMovie : public QLabel
{
Q_OBJECT
public:
AOCharMovie(QWidget *p_parent, AOApplication *p_ao_app);
void play(QString p_char, QString p_emote, QString emote_prefix);
void play_pre(QString p_char, QString p_emote, int duration);
void play_talking(QString p_char, QString p_emote);
void play_idle(QString p_char, QString p_emote);
QPixmap get_pixmap(QImage image);
void set_frame(QPixmap f_pixmap);
void stop();
void set_flipped(bool p_flipped) {m_flipped = p_flipped;}
void move(int ax, int ay);
void combo_resize(int w, int h);
private:
AOApplication *ao_app;
QVector<QPixmap> movie_frames;
QVector<int> movie_delays;
QTimer *preanim_timer;
QTimer *ticker;
QString last_path;
QImageReader *m_reader = new QImageReader();
QElapsedTimer actual_time;
const int time_mod = 60;
// These are the X and Y values before they are fixed based on the sprite's width.
int x = 0;
int y = 0;
int frame = 0;
int max_frames = 0;
bool m_flipped = false;
bool play_once = true;
signals:
void done();
private slots:
void preanim_done();
void movie_ticker();
};
#endif // AOCHARMOVIE_H